void Enemy::iterateAI(FluentEntity& player, float dt) { setXDirection(scan(player)); if (getXDirection() != 0) { animationManager_.setAnimation("Walk", true); move(); } else { animationManager_.revertAnimation(); } tryAttack(player); }
void MatrixTab::clearTabValues() { _xStart->clear(); _yStart->clear(); _xNumSteps->clear(); _yNumSteps->clear(); _xNumStepsReadToEnd->setCheckState(Qt::PartiallyChecked); _yNumStepsReadToEnd->setCheckState(Qt::PartiallyChecked); _doSkip->setCheckState(Qt::PartiallyChecked); _doAverage->setCheckState(Qt::PartiallyChecked); _gradientZAtMin->clear(); _gradientZAtMax->clear(); _nX->clear(); _nY->clear(); _minX->clear(); _minY->clear(); _xStep->clear(); _yStep->clear(); setXDirection(true); }